User Tools

Site Tools


character:prefabs

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision Both sides next revision
character:prefabs [2019/09/10 05:00]
Mistermind [Character Prefabs]
character:prefabs [2019/11/22 03:42]
Mistermind
Line 14: Line 14:
   * Drag your character model from your project folder to the **Hierarchy**   * Drag your character model from your project folder to the **Hierarchy**
   * If it doesn't have the animation/animator component yet, click on ''Add Component'' and search for the component. Search for //animation// if you are using [[:animationtypes|Legacy]] or //animator// for [[:animationtypes|Mecanim]]. No further configuration is necessary.   * If it doesn't have the animation/animator component yet, click on ''Add Component'' and search for the component. Search for //animation// if you are using [[:animationtypes|Legacy]] or //animator// for [[:animationtypes|Mecanim]]. No further configuration is necessary.
-  * Using the Project window, navigate to ''.\UFE\Scripts\HitBoxesScript.cs'' ((''.\UFE\Plugin\UFE.dll\HitBoxesScript'' if you are not using the source version.)) and, with the character still selected, drag the script to the Inspector window. No further configuration is necessary.+  * Using the Project window, navigate to ''.\UFE\Scripts\Core\Physics\HitBoxesScript.cs'' ((''.\UFE\Plugin\UFE.dll\HitBoxesScript'' if you are not using the source version.)) and, with the character still selected, drag the script to the Inspector window. No further configuration is necessary.
   * Once you're done, drag the character back from Hierarchy to your desired folder in the Project window. Unity will automatically create a prefab.   * Once you're done, drag the character back from Hierarchy to your desired folder in the Project window. Unity will automatically create a prefab.
  
character/prefabs.txt · Last modified: 2022/11/02 15:06 by FreedTerror